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Welcome to Bree and The Inn of the Prancing Pony!

Nestled at the foot of the ancient landmark of the Bree-hill, Bree and The Prancing Pony provide a welcome respite from the trials of the road. With a wisdom all its own, Bree has endured for centuries, minding its own business and serving passing travellers with good food and better beer.

Surrounded by deserted and dangerous lands, and watched over by the mysterious Rangers of the North, Bree is the ideal place to begin a new journey or take a rest from a wearying one!

Bree-land Region Guide includes:

Details of the Bree-land, including Bree itself, Archet, Combe and Staddle
Things to do in Bree: new undertakings and suggested adventure seeds
Maps of the Bree-land, Bree and The Prancing Pony
A complete set of customised journey tables for the Bree-land
A new playable culture, The Dwarves of the Blue Mountains
Three exciting adventures that begin at level 1 and carry the heroes to 4th level or beyond: Old Bones and Skin, Strange Men, Strange Roads and Holed Up in Staddle.
Bree-land Region Guide for Adventures in Middle- earth™ contains the information and adventures previously released as Bree for The One Ring Roleplaying Game, fully converted to be compatible with Adventures in Middle-earth™ and the 5 OGL rules.

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Published by battlemaster198, 2020-03-02 11:15:24

Adventures in Middle Earth Bree-land Region Guide

Welcome to Bree and The Inn of the Prancing Pony!

Nestled at the foot of the ancient landmark of the Bree-hill, Bree and The Prancing Pony provide a welcome respite from the trials of the road. With a wisdom all its own, Bree has endured for centuries, minding its own business and serving passing travellers with good food and better beer.

Surrounded by deserted and dangerous lands, and watched over by the mysterious Rangers of the North, Bree is the ideal place to begin a new journey or take a rest from a wearying one!

Bree-land Region Guide includes:

Details of the Bree-land, including Bree itself, Archet, Combe and Staddle
Things to do in Bree: new undertakings and suggested adventure seeds
Maps of the Bree-land, Bree and The Prancing Pony
A complete set of customised journey tables for the Bree-land
A new playable culture, The Dwarves of the Blue Mountains
Three exciting adventures that begin at level 1 and carry the heroes to 4th level or beyond: Old Bones and Skin, Strange Men, Strange Roads and Holed Up in Staddle.
Bree-land Region Guide for Adventures in Middle- earth™ contains the information and adventures previously released as Bree for The One Ring Roleplaying Game, fully converted to be compatible with Adventures in Middle-earth™ and the 5 OGL rules.

Keywords: Adventures in Middle Earth,Bree,Bree-land Region Guide,Adventures in Middle Earth Bree-land Region Guide

Strange Men, Strange Roads

speaking Gorlanc’s name coupled with an invocation in The Cold Shade
the Black Speech of Mordor.
The Cold Shade resembles a cloud of icy mist, as though Medium Undead
someone had exhaled heavily on a cold night. When the
moonlight catches it at certain angles, a face and the STR DEX CON INT WIS CHA
suggestion of a Man-like form can be seen in the swirling 10 (+0) 17 (+3) 15 (+2) 11 (+0) 10 (+0) 12 (+1)
tendrils of mist. Armour Class 13
Hit Points 65 (10d8+20)
The Shade brings a bitter chill with it, as if it somehow Speed 0 ft, fly 50 ft (hover)
carries darkest midwinter wherever it goes. Ideally, run Damage Resistances Acid, fire, lightning, thunder;
Part Four – Strangers in the Woods during or just after a non-magical bludgeoning, piercing and slashing
Cold Shade attack. Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralysed, Petrified, Poisoned,
Prone, Restrained
Senses blindsight 30 ft, passive Perception 10
Languages —
Challenge 3 (700 XP)
Fear of Fire. The Cold Shade is repulsed by the heat of
fire. If a torch or other flame comes within 10 feet of it, it
suffers Disadvantage on its attack rolls.
Ghost-form. The Cold Shade is insubstantial and cannot
be easily hurt by normal means. See the damage and
condition resistances and immunities above.
Incorporeal Movement. The Cold Shade can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.
Thing of Terror (1/day, at night only). The Cold Shade
can use its bonus action to bring a cold chill to the heart
of any hero. Any companion within 60 feet must make
a DC 15 Wisdom saving throw or be Frightened of the
ghost. At the end of the creature’s turn it may repeat the
saving throw, ending the effect on a success.

Actions
Icy Touch. Melee Weapon Attack: +5 to hit, reach 5
ft, one target. Hit: 10 (2d6+3) necrotic damage and the
target must make a DC 13 Constitution saving throw
or become Paralysed by the cold. A target can repeat the
save at the end of its turn to end the effect.

If Berelas is the subject of the attack then she defends Wild Beasts
herself while the Shade fights. If Hirlinon is the target,
he’ll let the spirit fight on his behalf, only risking his neck This is an optional scene that can be inserted instead of,
if it seems like the heroes will capture Berelas or the Ring. or some night after, meeting the Elves (see overleaf).

If the heroes engage in battle against all three, they may The presence of the Ring of Seven Jewels does not pass
unnoticed to the eyes of the servants of the Enemy.
find themselves outmatched. It may be time for an unlikely Normally, wolves stay far away from Bree, but tonight the
stroke of good fortune — see Strangers in the Woods, curse laid upon the treasure stolen from the Elves draws
overleaf. Hirlinon will use the Elves’ arrival to disappear them in. The wolf pack is a large one, led by a white beast

along with Berelas.

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Bree-land Region Guide

that must have come down from the frozen wastes of the falls over, stone dead, but the ponies are spooked and try
far North. to scatter. By the time the remaining wolves are driven
away and the pack animals gathered back together, no
The whole caravan is in grave danger. More importantly, one recalls the strange blast of icy air that shot through
if any Player-heroes are sneaking about this night, they’re the camp (and Hirlinon is careful to plant a dagger in the
at risk of being discovered. wolf’s flank to explain the creature’s death).

Hiding from the Wolves Stran-gePrasrtin Four W- oods

Staying hidden from the Wolves requires a group DC 14 the
Dexterity (Stealth) check. If near the Chetwood, the best
thing to do is climb a tree; otherwise, the characters must In this part of the adventure, the Player-heroes meet a
hide amid the underbrush and hope the wolves pass by.
Wandering Company of the Elves in the Chetwood near
Battling the Wolves
Bree. There are two ways to introduce this scene. The most
There is one Wild Wolf (page 111 of the Loremaster’s
Guide) for every companion, plus more attacking the dramatic and thematic way is to have the Elves show up to
caravan, plus the White Wolf of the North (page 48).
drive away the fell presence of the Cold Shade. The High
The Caravan and the Wolves
Elves have great spiritual power, and a company of them
If the wolves make it past the Company, then Edoric
efficiently rallies his defences. Eoin, Edoric and all the blazes in the wraith-world like a forest fire or the rising sun.
Dwarves except Vogar form a defensive line, hewing at the
wolves or trying to drive them away with fire. Mirabar, The Cold Shade hisses and melts away like mist before the
Hirlindon, Berelas and Vogar hide behind this line, trying dawn. “What was that?” asks the leader of the Elves. “It
to keep the pack animals calm. At one point, a wolf leaps fled before our presence, and the name of Elbereth. Were
past the defensive line and lands in the middle of the you foolish enough to call up some evil spirit?”
caravan, snarling and biting. There’s a sudden shriek, and
a cloud of mist (the Cold Shade) flashes past. The Wolf If you can’t engineer such a dramatic entrance, then the
Elves might encounter the Company as they spy on the
trade caravan. The Elves, being wood-wise and stealthy,
are amused by their attempts at eavesdropping.

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Strange Men, Strange Roads

The Elves might even play tricks on the Company, like Interaction
dropping apples on their heads or whispering in their ears
as they lie hidden. Once they tire of such mockery, the Possible topics of conversation are given below; the Elves
Elves reveal themselves and greet the companions. stop talking to the companions in favour of singing and
merriment when the conversation bores them.

The leader of the Elves is Cenedriliel. • The Death of the Ranger: “We knew Mallor, although

3 An Audience with the Elves he rarely joined in our merriment. His heart was true,
and it grieves us to hear that he has died. It would be

Run this scene as an extended audience. Once the Elves a worthy deed to bring justice to his murderers – but

tire of talking with the Company, they vanish. If the Mallor would have been the first to remind you that

companions have managed to impress the Elves, they justice is a fleeting shadow, and there is more woe

leave gifts for the Company to discover in the morning. and weeping in Middle-earth than there are triumphs.

Motivations and Expectations Long have we contended against the Enemy, and all
too often in vain. We feast tonight, then, because we

As Cenedriliel and most of her companions are departing are here and it is summer in the Chetwood, and for

into the Uttermost West, their goals are enigmatic at best no more glorious reason. Perhaps your quest will be

to Mortal minds. But they still take delight in the joy of successful, and if it is, we shall rejoice. But Mallor

simple folk (add a +2 modifier if there are any Hobbits in is still dead. Remember, mortality is the gift of Men;

the Company) and heed those who have chosen to guard his passing may be part of a greater design, one not

Eriador against the enemy (apply a +1 modifier if there intended by the murderer.”

are any Dúnedain or High Elves among the heroes).

Introduction • Helping find the Killer: “This is your task, not ours.

We are travelling, travelling West and West again, and

Cenedriliel introduces herself and her fellow High shall not tarry here. Look for us again when you need

Elves, explaining that she and most of her company are us, not when you desire an easier road.”

travelling West, towards the Havens, and intend to depart

Middle-earth. Some of their number, though, are Elves of • The Caravan: “There is a treasure there, a power that

the Grey Havens, who came to Rivendell to guide them is familiar to some in my company. We knew it came

across Eriador. out of Eregion some time ago. But it is a trap, a snare

that would hold us here, tying us to a past we gave up

The companions can either attempt the standard DC 15 long ago. I can speak no more of it, save this: malice

Intelligence (Traditions) check or make a Performance takes many forms, and some are better hidden than

or musical instrument check against the same DC with others.”

Advantage if they choose to greet the Elves with song. Any

other skills automatically fail. • The Cold Shade: “I have bent my thought upon the

creature, and it shall not trouble you again this night.

Assuming the Company do not fail this first hurdle, It dwells far away, but came when it was called. There

Cenedriliel leads them a little deeper into the Chetwood, was a living will behind it, friend, as shadowed a soul

to a clearing where there are a number of white cloths as can be imagined.”

laden with food spread out on the ground. Lamps hanging

from the trees burn brightly but don’t seem to illuminate The Final Audience Check

the glade. As the conversation winds down, make an final Traditions

check as normal to see what the wandering High Elves

The characters have the strange impression that the light think of the Company:

is coming from the stars overhead, as if the stars burn

brighter here. The companions are invited to join the feast. Failure. The feast ends abruptly; the Elf-lights suddenly

snuff out and the Player-heroes fall instantly asleep. The

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next day, the Company will have to hurry to catch up with In the end (assuming the companions don’t intervene), the 1
the caravan. agreed plan is that Berelas, Hirlinon, Eoin and Narvi will 3
take the side road to Combe, while the rest of the caravan
Success by 0-2. The next morning, the companions find waits for them at the fork in the road. 1
the left-over food from the feast all wrapped up and waiting
for them; this meal either reduces Exhaustion by one level A Caravan Divided
or removes a point of temporary Shadow (companion’s
choice). The split in the caravan offers an excellent opportunity for
the Company to spy on or question Loremaster characters.
Success by 3-5. The Company sleeps soundly under the It’s especially easy to question Eoin, as he’s off his guard
watchful eyes of the Elves and are able to benefit from now that the caravan is back in the familiar lands around
a long rest. Additionally, one of the companions has a Bree-hill.
prophetic dream, giving a clue about some member of the
caravan, or about Gorlanc. The Cottage

Success by 6+. As above, but Cenedriliel stays up all night Violet Rushlight lives with her two daughters in a cottage
talking with the companion with the highest Wisdom (use on the road to Combe; they farm chickens and cows, and
Intelligence as a tie-breaker), and reveals that someone weave cloth. Ever-industrious are the Rushlights. The
in the caravan is carrying a lesser Ring of Power, and cottage is a large one, built by the late Mr Rushlight (dead
that Cenedriliel suspects that the Cold Shade is somehow four years ago; if the players played through Old Bones
guarding or watching over this ring. and Skin, then they likely saved his burial mound from
being despoiled by the Old Troll), and there’s a handsome
- Part Five - window facing out to the south. The companions can
Not to Strike Without Need easily spy on events inside the house through this window.
Now, Violet Rushlight has come down with a fever, and
A day out from Bree, the caravan comes upon a small by- her younger daughter Rose is also growing ill as she tends
road leading to Combe. A young girl named Daisy flags to her mother.
the caravan down as they pass, and begs for Hirlinon’s
help. Her mother Violet is sick, she says, and she begs the Healing the Rushlights
healer to come quick to help her. She lives in a cottage not
far down the side road. If the companions get involved, then anyone with
proficient in Medicine (or having an appropriate trait, like
A debate ensues. Mirabar (and, hence, Edoric) wants to Leechcraft) recognises that Violet and Rose are dying and
continue on to Bree immediately. Hirlinon tries to sell are unlikely to recover without aid.
the girl a cure-all, but Berelas insists that they should go
to the cottage and examine the girl’s mother in person The intercession of someone with great healing powers
(Berelas is a better healer than Hirlinon, but maintains is needed (a Master Healer, a Woodman with Herbal
the fiction that he’s the brilliant apothecary and she’s just Remedies, an Elf of Rivendell with Skill of the Eldar, or a
an assistant). suitable trait plus a DC 20 Wisdom (Medicine) check).

The Dwarves don’t care, until it becomes clear that Berelas If a player character can heal the Rushlights, then Berelas
and Hirlinon are going to the cottage, whereupon Narvi may be spared using the Ring of Seven Jewels.
and Narvig volunteer to ‘escort’ the healer (to ensure they
don’t let her gold ring out of their sight). Vig objects at Using the Ring
that, as he can’t mind Vogar on his own.
Berelas comes to the same conclusion about the prospects
of the patients: their illness is beyond any ordinary skill
to heal. While Hirlinon tries to sell potions and herbal
remedies to the dying women, Berelas examines her
patients – and then realises that the only way to save them
is to use the power of the Ring of Seven Jewels.

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Strange Men, Strange Roads

She orders the fires lit and stoked, even though it is the To Bree!
height of summer. She has blankets placed on the bed,
because she knows that putting on the Ring will attract Mirabar refuses to squander any more time on this affair;
the attention of Gorlanc’s Cold Shade. She then orders
everyone, including young Daisy, to return to the caravan. he orders Edoric to move on to Bree as soon as Berelas
Eoin, however, circles back to keep an eye on his “beloved” and Narvi are back. “The moon-calf can catch up,” he
Berelas. The Player-heroes may also be in a position to says, “we’re only a short walk to the Cross-Roads.” They
observe what happens next. leave without Eoin, assuming that he’s wandered off to

greet friends or family now that he’s back in Bree-land.
Once the caravan arrives in Bree, run Knives in Bree or
The Matter Before the Reeve depending on the current
situation.

Forcing a Confrontation

If the Player-heroes ambush Berelas or confront
the caravan at this point (perhaps prompted by the
unnatural events witnessed at the cottage), then
Edoric insists that since they are less than a day’s
travel from Bree, they all continue onto the town
and let the Reeve there resolve any accusations of
witchcraft or murder.

Berelas puts on the Ring of Seven Jewels and uses its - Part Six -
power to heal the sick. As soon as she puts on the Ring, Knives in Bree
she draws Gorlanc’s attention; the Cold Shade flies as fast
as the wind, howling down from the empty lands north of This part of the adventure assumes that the Player-heroes
the Shire to investigate. It rushes into the cottage through have not accused Berelas of Mallor’s murder.
the chimney, freezing the fire in the hearth in an instant.
It whirls around Berelas, looking for signs of danger, then The caravan stops at The Prancing Pony for the night. In
races out of the cottage again and circles around. fact, declares Mirabar, they’re going to stay here for two
or three nights. Even the old man’s greed and impatience
If the companions are nearby, it attacks them; otherwise, cannot overcome the ache in his frail old bones, and
it spots Eoin and decides that he must be a threat – why he needs to rest. If Eoin’s still missing, then The Pony’s
else would Berelas have touched the Ring? The Shade potboys help unload the caravan instead.
does not kill him, but terrifies him half to death; he’s left
shivering and whimpering in the undergrowth. Hirlinon and Berelas share a room; Edoric and Mirabar a
second; and the Dwarves take a third.
Inside the cottage, Berelas attends to Daisy and Violet;
their sickness is gone, but they are half-frozen to death from Whispers in the Commons
the presence of the Cold Shade. Berelas hastily relights the
fire and warms them with blankets until they revive. Both Hirlinon meets with other agents of Gorlanc in the
mutter and moan about “seven shining jewels”. (If a hero common-room of the inn. If you played through Old
overhears that, a successful DC 17 Intelligence (History Bones and Skin, and by some astounding confluence
or Lore) check might dig up a memory of the Ring of Seven of unlikely circumstances, the Dwarf Grór isn’t lying
Jewels.) dead somewhere in the Midgewater Marshes, then use

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Bree-land Region Guide

him. Otherwise, it’s an ill-favoured vagabond who the …are near The Pony, then they can get involved in the 3
companions vaguely recall sitting near Grór when they altercation when Berelas and Hirlinon try to flee.
last saw the Dwarf.
... are nowhere nearby, then their involvement in the
If the Company eavesdrops on this conversation, they final scenes of this adventure may hang on Virtues like
hear Hirlinon promising his companion that he and Foresight of their Kindred, Night-Goer or Woeful Foresight
Berelas will be on their way to “the fort” first thing in the to give the players forewarning of what is about to happen.
morning, and that while there have been a few problems
on the Road, the treasure is still kept secret and safe. Uproar in Bree

Afterwards, Narvi comes over and tells Hirlinon that Should the players not intercede, this is what happens:
behind the bar is a bottle of the same Dwarven spirits that Narvi and Narvig sneak into Berelas’ room. Hirlinon
they shared on the road. Hirlinon proceeds to get quite snores in one bed, drunk on Dwarven spirits. Berelas lies
drunk. sleeping in the other. It’s a warm summer’s night. On the
nightstand by the bed, the Ring of Seven Jewels gleams
The Dwarves invitingly in the moonlight. Narvig guards the door while
Narvi creeps closer and closer. He’s got a dagger in one
The arrival of Dwarven traders attracts the attention of the hand, just in case, but surely he’s light fingered enough to
worthies of Bree; before the Dwarves can even have a sip grab the Ring without anyone noticing…
of beer, they’re busy selling ironmongery and arranging to
repair farmtools and other metalwork the next day. As soon as the Dwarf touches the Ring, it calls the Cold
Shade. The Shade comes shrieking over the walls and
Hirlinon, seeing an opportunity, starts hawking his rooftops of the town, bursting in the open window seconds
curealls, declaiming loudly that he rescued the Rushlights after it left Gorlanc’s fort. It strikes Narvi down where he
of Combe from the brink of death with his herbal remedies. stands, and wakes Hirlinon and Berelas.

In the common-room, Mirabar demands that Vig hand The two attempt to flee while Narvig grapples with the
over all the money the Dwarves earned that afternoon Shade. His shouts of alarm wake his uncle Vogar, who
as part-payment of the family debt. Grudgingly, Vig gives comes crashing down the hallway, a berserker in a
him what he earned; the Dwarves nurse a single half-pint nightshirt, waving his mattock and shouting about Orcs
each and eat nothing but bread and cheese, because that and Dragons.
is all they can afford.
If the companions fail to intercede, then the adventure
That humiliation is the last the Dwarves can bear. That ends here. Hirlinon and Berelas scramble down over
night, Narvi and Narvig plan to break into Berelas’ room the stable roof, steal horses, and ride out of Bree like the
and steal her jewelled ring. They intend to sell it to their wind. The gatekeeper of the North-gate is struck down by
kin in the Blue Mountains, and use the money to pay Hirlinon, and the pair vanish up the Greenway, never to
Mirabar back in full. be seen again in Bree. Everyone in the inn is distracted by
Vogar’s deranged rampage.
If the Player-Heroes…
However, if the Player-heroes are present, they have a
…have rooms at the inn, then they overhear the chance to capture Berelas alive. Unlike Hirlinon, the
Dwarves moving around at night, or spot them leaving healer’s loyalty to Gorlanc is wavering; she won’t kill
the common-room. unless her own life is threatened.

…are watching Berelas or the Dwarves, then they can If the players haven’t followed the clues, then a last-
spot the Dwarves sneaking into Berelas’ room. minute DC 13 Wisdom (Insight) check might avert
catastrophe. The companions still need to drive the Cold

106

Strange Men, Strange Roads

Berelas’ Confession

If questioned, Berelas describes how she fell under the Some time later, Berelas joined Hirlinon – another
influence of Gorlanc and obtained the Ring of Seven one of Gorlanc’s men, and they came north to bring
Jewels. She met the sorcerer after she escaped the dungeons the Ring to the sorcerer. At the Forsaken Inn, someone
of Dol Guldur; he began by questioning her about her eavesdropped on one of their conversations. Alarmed,
experiences in the Necromancer’s fortress, and over time Berelas caused the Cold Shade to intervene, and the evil
she became convinced that he was as wise as Radagast, spirit killed the Ranger Tarry-Mack.
but much braver and more active – the Enemy’s enemy.
Sympathetic roleplaying or, failing that, a well-timed
While travelling in the South, Gorlanc learned of a ring DC 15 Charisma (Persuasion) check can convince Berelas
made by Elven-smiths of old. He searched for it for that she was wrong to follow Gorlanc, and can atone by
years, but other business drew him back to the North. ensuring the sorcerer doesn’t get his hands on the Ring
He told Berelas that "cruel men and outlaws" drove him of Seven Jewels, which might further increase his power.
out of Eriador long ago, but that he intended to return Reminding her of her role in Eoin’s disappearance
to continue his investigations into the power of the fallen (assuming the boy was left behind in Part Five – Not to
North-kingdom. In his absence, she was to continue the Strike Without Need) will be especially effective.
search for the Ring, and he taught her a spell that she
should lay upon the artefact when she found it, "to free Further questions can elicit the following:
it from any curse", Gorlanc said. • Gorlanc has a fortress somewhere north of the Bree-

After more years of searching, Berelas found the Ring land, and a fair number of followers. She doesn’t
of Seven Jewels, buried in a plot of earth that had once know where the fort is, or how many men serve him.
been a mass grave, and she cast the spell Gorlanc taught Hirlinon was to guide her to Gorlanc.
her as instructed. The action seemed to unburden her • If anyone else touches the Ring, the Cold Shade will
mind and allowed her to think clearly for the first time attack. Only she can bear the Ring safely.
in many years - and she began to have doubts about her • She fears that she cannot stay in Bree, even if
allegiance to Gorlanc. However, the spell also bound arrested. Sooner or later, Gorlanc will come for his
Gorlanc’s Cold Shade to the Ring, cursing it. prize. He may attack Bree, or send some plague or
curse down upon the town if he does not get his Ring.

Shade away in order to capture Berelas; she’ll advise them - Part Seven -
to use torches and fire to dismay the Shade. Before the Reeve

The Wardens of Bree finally arrive only after Berelas is in There are two possible ways to enter this scene. One
custody, and insist that she must be brought before the possibility is that the players accused some member of
Reeve for judgement. Edoric’s caravan on the Road, and Edoric agreed to put
the case before the Reeve. The other option is that the
Hirlinon won’t be taken alive; he’ll either fight to the death companions captured Berelas after the events of Part Six
or escape. He counts as Poisoned due to his intoxicated – Knives in the Dark, and have now brought her before the
state. Against a group of combat-focused heroes, perhaps Reeve for justice.
the Dwarven spirits have worn off already. If captured, he
will swallow the contents of a small vial he keeps secreted The Reeve is Bree’s mayor, magistrate and lawmaker; in
on himself and dies within a minute. days when there was a king, he was the king’s man and

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Bree-land Region Guide

ruled in his name. Now, the Reeve is an elected position, Meeting the Reeve 3
advised by councillors from the four villages of Bree-land.
The court case with the Reeve is resolved as an Audience.
The current Reeve is old Twyc Greenleaf, a man in his
seventy-fifth year with hair like snow and skin like cracked Instead of a fixed set of outcomes, there are two possible
parchment. He spends most of his time in office napping in
the Reeve’s House, while his young factotum Cole does all situations – the adventurers may be arguing for guilt
the day-to-day work. The one thing that gets Twyc’s blood (“Berelas murdered Mallor, known in Bree as Tarry-Mack!
flowing is sitting in judgement over an actual criminal ; he We want justice for our comrade!”) or clemency (“Yes,
holds the peace of Bree to be a sacred thing, and punishes technically Berelas killed Tarry-Mack, but really it was the
lawbreakers harshly. Most lawbreaking in Bree involves ghost in her ring. And if you keep her imprisoned in Bree,
sheep-stealing or arguments over hedgerows; it’s been then Gorlanc’s going to attack the town.”) If the Company
many, many years since Twyc sat in judgement over a
potential murderer. fails the final check, then they get a bad outcome. If they

argue their case convincingly, the Reeve’s decision goes

their way.

And even longer since there was a hanging at the
Crossroads.

The Jail at Bree

Prisoners in the custody of the Reeve are held in a locked
room in the Reeve’s house, and guarded by one of Bree’s
Wardens (probably Tad Tillfield – see page 21). As Bree
is under the protection of the Rangers, these Wardens
usually have little to do other than deal with stray animals;
actually guarding a prisoner is a novelty for them.

If Berelas is the prisoner, and she has not already admitted
her guilt to the companions, run Berelas’ Confession now
before the trial. If someone has been held to blame, she
will be plagued by guilt and similarly confide in private to
one or more heroes.

The Accused

If it is Berelas in the dock, then the adventure is almost
over. The Reeve’s decision will determine what options
are open to her in Part Eight – The Choices of Mistress
Berelas.

If it is some other suspect in the dock, like one of the Motivation and Expectations
Dwarves, then the events of Part Six – Knives in Bree may
yet come to pass. In that case, don’t run a second court Twyc is old, cranky and close-minded. But he is not so
case – go straight on to Part Eight. If the players insist on fond of justice that he wishes to punish the innocent. The
bringing a second case before the Reeve, summarise the following expectations are in place:

events based on the outcome of the first trial. (For example, • “This is Bree, and Bree is nothing if not sensible.” Any
talk of sorcery or the supernatural is simply dismissed
if the companions failed the Final Audience Check in the as “Elf-nonsense” and earns a -2 modifier.

first trial, they’re not going to get a good outcome in the

second.)

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• “Ah, you I know — why, when your father was but a as going too far in their suppositions will trigger Twyc’s
lad I took him fishing along the Brandywine…” If the negative expectations of the unnatural.
speaker for the Company is a Hobbit of the Shire or
from Bree they gain a +1 modifier. • Persuasion, to make speeches before the judge.
• Riddle, to ask clever questions of the suspect.
Introduction • Traditions, to remind the judge about Bree’s

The companions must introduce themselves with a DC reputation as a place of both law and order but also
15 Intelligence (Traditions) check but they must also of fair justice.
introduce the accused. If they stand for the prosecution,
this is a DC 10 Charisma (Intimidation) check or if they Outcome
are for the defence they must make a DC 10 Charisma
(Persuasion) check instead. If either check fails, this Once all arguments are concluded, make a Final Audience
counts as a failed introduction. check and compare the result to the table below, using
whichever column matches the Company’s argument.

Interaction Result Arguing for Arguing for
Conviction Clemency
The companions must either prove the suspect is guilty, Failure
or plead for clemency. The following skills might be used. Prisoner is Freed Condemned to
The first time a skill check succeeds the Company gains Success Unconditionally Death
a +1 modifier to the Final Audience Check. The second by 0-1
time they gain a +2 modifier and the third success signals Success “Not Within My Imprisoned
it is time to make the Final Audience Check. Conversely by 2-3 Purview” Indefinitely
the first failure gains a -1 modifier, the second failure a Success
-2 modifier and on the third failure it is time to make the by 4-5 Custody of the Custody of the
Final Audience Check. Success Rangers Rangers
by 6+
The Difficulty for the first check is DC 11 and it increases Imprisoned “Not Within My
by 2 for each additional roll. Each skill can be used once Indefinitely Purview”
— it represents the hero’s best effort at convincing Twyc in
that matter. Condemned to Prisoner is Freed
Death Unconditionally

The available skills: Prisoner is Freed Unconditionally: Twyc dismisses the
case. Either the adventurers have utterly failed to prove
• History, to quote obscure aspects of Bree-law. that the prisoner was involved in the death of the Ranger,
• Insight, to intuit that Twyc Greenleaf despises or they have convinced Twyc that he should free Berelas
immediately.
law-breakers and has no patiences for talk of the
supernatural but fears for Bree’s safety. “Not within my purview”: Twyc washes his hands of the
case. Maybe the prisoner is guilty, maybe not. It’s not a
• Intimidation, to demand the truth out of the accused matter for Bree; what happens on the Road can stay on
the Road. The prisoner is freed but banished from Bree;
or a witness. Here, in the Reeve’s House with life and any companions other than Bree-folk or Shire-hobbits are
death on the line, a success will reveal the secrets of the likewise encouraged to leave.
target (see pages 93-99). It might also be used on the
judge directly, in order to convince Twyc that Gorlanc Custody of the Rangers: Tarry-Mack was one of them
and his sorcerous minions are a threat beyond him Rangers; let them decide what’s to be done. Twyc decides
and the Wardens of Bree. to keep the prisoner in custody until a Ranger shows up
in Bree. If there’s a Ranger in the Company, so much the
• Investigation, to present physical evidence of the

crime or insist that without such that the accused
must be granted mercy.

• Medicine, to relate the suspicious nature of Tarry-

Mack’s death. The companions must be careful here,

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better; Twyc releases the prisoner into the Ranger’s care, if the companions are more experienced adventurers or
and suggests that both prisoner and Ranger leave Bree Dúnedain, then they can aid Berelas in finding her destiny.
immediately. Otherwise, the Company must go fetch one
of the Dúnadan if they want to get Berelas out of Bree’s What is to be done with the Ring of Seven Jewels?
jail.
• Surrender the Ring of Seven Jewels: Gorlanc’s
Imprisoned Indefinitely: Twyc needs to consult with
the councillors of Bree, and consult the books of law and spell ensures that if anyone other than Berelas
precedent, and think about the matter deeply. There’ll be touches the Ring of Seven Jewels, the Cold Shade will
no decision before year’s end at the earliest. Until then, be summoned. Only Berelas’ death can break this
the prisoner will remain in Bree’s jail. spell, and allow someone else to safely bear the Ring.
If the Company feels that her murder of Tarry-Mack
Condemned to Death: Not a living soul in Bree can warrants death, she will yield to their judgement.
remember the last time the ancient punishment was used;
no doubt there were crimes committed in the dark days • Hide the Ring: If the Ring goes untouched, the
of the Fell Winter and other bad times, but they are long
past. Still, there is a place near the Cross-roads where a Cold Shade won’t be able to find it. It took Gorlanc
gallows might be built, and cold steel enough in the mind many, many years to find the Ring of Seven Jewels in
of Twyc Greenleaf to order such a punishment. the first place; if the Company helps Berelas hide it
with sufficient cunning, he might not be able to find
it again before he dies of old age. (For double irony,
the adventurers could hide the treasure in the Black
Barrow – see page 82.)

Using the Ring of Seven Jewels • Destroy the Ring of Seven Jewels: The Great Rings

All of Twyc’s doubts about the supernatural can be of Power are hard to destroy, save by Dragon-fire or
dismissed in an instant if the heroes compel Berelas the fires of the Cracks of Doom, but lesser rings can
to call the Cold Shade. Of course, summoning up a be unmade. A hero or ally capable of Elven-smithing
murderous undead horror in the middle of Bree is the is best (they have Advantage on the following checks)
fastest way to get forever banished from the town but even a mortal can make an effort. The smith must
short of burning down The Prancing Pony. Still, if make a series of DC 20 Strength (smith’s tools)
the Company’s chief concern is the security of the checks, accruing a total of 7 successes. As soon as the
North and not their standing in town, it is an option. Ring is cast into the flames of the forge, the Cold Shade
appears to defend the treasure. The other heroes must
- Part Eight - protect their companion as the smith destroys the
The Choices of Mistress Berelas masterwork.

By this point in the adventure, Berelas should be in the • Flee into the Wild: Berelas came from Mirkwood
custody of either the Reeve of Bree, or the Company. She
has repented of her allegiance to Gorlanc, but needs to originally; if she runs, and never stops running, then
decide what to do with the Ring. maybe she can stay ahead of Gorlanc’s minions long
enough to stop the sorcerer from ever getting the Ring
She looks to the companions for guidance: what should he so desires.
she do? If the Player-heroes are low-ranking adventurers
from Bree, then all they can do is advise, for the final fate • Flee to Rivendell: If the companions know about the
of the Ring of Seven Jewels is out of their hands. However,
hidden valley of Imladris, they could bring Berelas
there and seek the protection of Master Elrond.

• Go to the Elves: If the companions are on good terms

with Cenedriliel and her Elves, they could seek them

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out and ask them for help. She herself can serve as Dwarves, or Edoric and Eoin, join the fray if the Company
smith if need be, and her escort certainly knows the are ambushed on the Road or attacked in Bree.
way to Rivendell.

2 The Rest of the Caravan - Epilogue -
The Assault on Gorlanc’s Fort
Depending on the players’ actions, the rest of the
caravan may be dead, bitterly hateful of one another, or

even redeemed and won over as allies. Here’s how the

Company might solve problems with the other Loremaster Gorlanc believes he can claim all the secrets and treasures

characters: of Eriador. He thinks that the Dúnedain are nothing but

Edoric outlaws and wanderers, stumbling blindly through the
ruins of their former kingdoms. He believes that the

Protecting the caravan members, especially Eoin and North is empty of any who might stand against him, that

Mirabar, is all it takes to convince Edoric that the Company the forces of Arnor and Angmar smashed one another to

are worthy allies. pieces and left no power of consequence in the North,

Eoin just as Gondor and Mordor seem, in his eyes, bound to
destroy one another.

Saving Eoin’s life in Part Five – Not to Strike Without Need

wins him over; doubly so if he can help Berelas escape her He reckons without the strength of Rivendell.

fate.

The Dwarves If the companions are simple Hobbits of the Shire or Bree-
folk, then they need take no part in the war on Gorlanc. In

Not killing Narvi and Narvig is a good start. The characters the coming year, they hear rumours. Wild tales of flashing

will be Dwarf-friends for life if they help Vig pay off his lights in the sky to the north, of a host of Elves passing

debt to Mirabar. through the woods, armed for war.

Gorlanc’s Last Stroke Gandalf is seen in the Shire and Bree several times that
autumn, hastening back and forth as if on some important
Gorlanc will not leave his Ring slip through his fingers so errand. The Bounders are especially busy that winter, as
easily. He sends a few of his best and swiftest warriors some especially nasty and aggressive Men trespass over
to reclaim the Ring now that Berelas has betrayed him. the borders as they flee south.
Hirlinon joins this troupe of killers if he is still alive.

The band travels to Bree (or to the last place where Gorlanc Dúnedain, High Elves of Rivendell, or other heroes of
knows Berelas was) with orders to abduct Berelas and great renown, may play a part of the assault on Gorlanc’s
recover the Ring of Seven Jewels. If Berelas is on the Road fort. Loremasters may expand this into a full adventure
with the Player-heroes, they’ll try to take her by force. If if desired, but with Glorfindel, Elladan and Elrohir in the
she’s in the Reeve’s jail in Bree, then they’ll break into the vanguard of the attacking forces, Gorlanc’s motley crew of
jail and grab her in the dead of night – they are not above thieves and tomb robbers never have any hope of victory,
slitting the throat of a Warden to do so. especially without the Ring of Seven Jewels.

There is one of Gorlanc’s warriors (Brigands, see page 50) If Gorlanc has the Ring of Seven Jewels then the battle is
for every companion (plus Hirlinon, if he’s still alive). At
night, the Cold Shade (if it was not destroyed) joins the far more costly for the forces of Rivendell: The sorcerer
battle once a Brigand falls.
is still defeated, but Glorfindel and his followers must
If it’s dramatically fitting (and the combat is going poorly
for the heroes), have Vig, Vogar and the two younger lay siege to the fort instead of overwhelming it. (For the
ultimate fate of Gorlanc the sorcerer, see Holed Up in
Staddle, overleaf.)

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- Holed up - Part Four – Watching & Waiting
in Staddle
The Company learns more about the threat in Staddle,
For heroes of level 4 or 5 and make contact with the Undertree family.

Part Five – Death under the Apple Trees

Armed with this knowledge, the Company can sneak into
the Undertree Smial and battle Gorlanc’s followers.

• When: This quest could be set at in the later summer Epilogue – A Harvest Moon

or autumn of any year, and spans a number of months. The Company consider their adventures and may decide
It is designed to be run after the events of Strange Men, to explore beyond the familiar fields they know.
Strange Roads.

• Where: The adventure begins on the Greenway before

heading into the Chetwood, and ending in and around

Bree itself.

• What: The Company must hunt down the last

fugitives of a band of evil Men that once troubled the

North.

• Why: Gorlanc has been defeated, but these last

criminals must be defeated for the safety of Bree.

• Who: Gorlanc, the broken sorcerer, and the Undertrees

of Staddle.

• Themes: The pettiness of evil, and the need to look

below the surface in order to see the movements of the

Shadow.

Adventuring Phase Gorlanc’s Dead!

This adventure is divided into five parts, and begins at the If the Player-heroes take part in the siege of Gorlanc’s
Greenway and ends in Bree. fort (see previous page), then it’s possible they kill
Gorlanc before the sorcerer can escape. (Players are
Part One – Down Rode the Huntress usually utterly determined to hunt down and kill
their foes, after all – had a player been present at
The Player-heroes meet a messenger from the Rangers, the Battle of Fornost, when the Witch-king fled
and help her chase some fugitives from Gorlanc’s band and Glorfindel prophesied "not by the hand of Man
who have escaped down the Greenway. shall he fall", then doubtless that player would have
immediately tried drawing back a bowstring with his
Part Two – Into The Chetwood teeth, arguing that an arrow loosed in that fashion
wouldn’t count as "the hand of Man").
The chase brings the companions into the dangerous
eastern reaches of Chetwood, where they have several If necessary, you can replace Gorlanc with another
unusual encounters (but there’s no sign of the sorcerer villain in this adventure – Hirlinon, perhaps, or
himself). some hitherto hidden apprentice of the sorcerer, or
even some other evil-doer unrelated to Gorlanc. The
Part Three – Things Out of Place villain needs a little knowledge of herb-lore and vile
sorcery to put the main plot into motion.
Back in Bree, the companions look for signs that something
is amiss, and discover strange behaviour in one Hobbit
family out of Staddle.

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- Part One - Heroes Like in the Old Stories
Down Rode the Huntress
If the companions are Dúnedain, High Elves of
Haleth, a Dúnadan the Company has met before if they Rivendell or other experienced heroes, they might
played through the previous adventures presented in this have participated in the siege of Gorlanc’s fort
supplement, is riding down the Greenway from the North, and you can skip this scene altogether – instead of
carrying important tidings. Haleth asking the Player-heroes to aid in her finding
Gorlanc, make the chase for Gorlanc part of the
If the companions reside in Bree, then they might meet aftermath of the siege (see page 111).
her at the crossroads outside the town; alternatively, if she
already knows and trusts the Company, she might show
up on their doorstep in the dead of night.

2 A Weary Traveller The Chase 4

When the Player-heroes meet Haleth, they immediately Haleth leads the Company north of the crossroads along

see that she is exhausted and bloodied from long strife. the Greenway. Midway through the morning, the Look-

Instead of her customary travelling gear, she wears a helm out spots something strange dead ahead – a roiling,

and war-mail beneath her green cloak. She carries a spear seething black shape on the path. Haleth spurs her horse

as well as her sword. and charges towards the shape, which explodes into

“I have ridden far in haste” she says, “And I have need of thousands of birds.

your assistance. Gather what weapons ye have, and come
quick! There are foes to hunt!”

While the companions gather their gear, Haleth explains
what’s going on. The forces of the Rangers and Rivendell
destroyed the servants of the upstart sorcerer Gorlanc in
battle near Fornost, and laid waste to his fort. However,
the sorcerer and a few of his bodyguards escaped through
a secret passage, and vanished into the wilderness. The
chieftain of the Dúnedain sent Rangers out in all directions
to find Gorlanc and put an end to his evil, and Haleth was
among those sent south down the Greenway.

She found the trail of Gorlanc’s followers on the road a
few miles north of Bree. She wants the Company to help
her catch the sorcerer and his servants.

She believes that Gorlanc is likely trying to flee back to his
old haunts beyond the Greyflood, in the land of Enedwaith,
and that the best hope is to catch him before he gets too
far south. She’s sent word to the other Rangers, telling
them that their quarry is fleeing south on the Greenway,
but they may not arrive in time. So, she’s turned to the
companions. In the unlikely event that your players refuse
to aid Haleth, then skip to Part Three – Things out of Place
and continue the adventure from there.

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The companions can now see it for what it was – a huge straight for the Chetwood. The characters arrive on the
flock of crows had landed on the road. “One of the edge of the wood at twilight. In the encroaching darkness,
sorcerer’s tricks”, warns Haleth, “see, he has muddled the the Chetwood feels like an ancient, lonely place, beyond
trail!”
the comforts of the Bree-land. The trees mutter and creak

as their branches wave in the wind; shafts and shards of

It’s true – the ground ahead has been torn up by thousands moonlight flicker on the path, as if the wood is trying to

of peck-marks and claw tracks, disguising any trail that lure the adventurers inwards…

Gorlanc might have left. Haleth orders the Company to

stop and wait while she surveys the surrounding ground.

The Hunter may attempt a DC 20 Wisdom (Survival) - Part Two -
check to read the signs as well. Into The Chetwood

Haleth guesses that Gorlanc’s company has divided.

Most have turned off the Greenway and gone east, while There are many crossing paths leading across the

a smaller number have continued south, on down the Chetwood, but the tracks the Company start to follow the

road. She thinks that Gorlanc’s gone south-west towards next morning soon take a north-east course, leading them

the open fields between Bree-hill and the Brandywine towards the older patches of the forest. In the first hours of
(“He would want to get as far away from the Rangers as the day they wander between green hillocks and dells, in a
he can. Maybe there was a disagreement over pay – the wood that by daylight appears leafy and full of colour, the
sorcerer’s stolen gold was all lost with his fortress, and true image of quiet and peacefulness…
the greater part of his men followed him out of greed and
2
T B Wfear, not loyalty.”) She declares that she’ll pursue Gorlanc he luebell ood
herself, and sends the player characters to follow the It is almost dark when the companions find themselves
other group east.
walking across a strange, eerie part of the wood that’s full

of bluebells. It is an ancient oakwood, and the violet-blue
If the Player-hero succeeded at the Survival check by 5 flowers cover its whole surface, like a carpet, their heavy
or more, then they get an uneasy feeling about Haleth’s heads gently swaying to the breeze. A faint honey smell
decision; the sorcerer’s bootprints on the Greenway going is carried by the wind, bringing back memories of spring
south are very slightly different, a little lighter, compared to (regardless of the season the adventure is being run).
those the Company saw earlier – maybe Gorlanc is trying

to trick his pursuers, and he’s actually fled eastward. A few hundred yards into the Bluebell Wood, the

1/2 Persuading Haleth Otherwise companions spot a small clearing opening by the path.
Three squat, dwarfish figures sit round a small fire. They

And that’s exactly what happened. The Player-heroes can are busy cooking some tasty-looking meat on long spits of

convince Haleth to accompany them on the chase east wood, and a fine toothsome smell hits the companions as

with a successful DC 15 Charisma (Persuasion) check, they approach.

if the Loremaster doesn’t mind them being accompanied

by a skilled and extremely talented Ranger. If Haleth does The creatures are small as children and wear wide-

accompany the Player-heroes, let them take the lead in brimmed soft hats, a deep red in colour. They do indeed

any encounters — you might like to skip the combat scenes look like Hobbits, but of a scruffier, wilder sort than

in Part Two, or stiffen the opponents with additional most, including even those few loners that wander the

abilities or greater numbers, as Haleth’s swift blade will more remote parts of the Bree-land. As the companions

aid the Company greatly there. get nearer, one of them silently stands up, then bows in a

Due East welcoming gesture.

Having parted with Haleth, the Company pursue their An Audience

quarries east, heading towards the woodland on the back Should the heroes want to interact with the three denizens

of Bree-hill. It appears Gorlanc’s minions are making of the Bluebell Wood, the Loremaster should let them

114

Holed Up in Staddle

introduce themselves as usual. The trio remains silent for the small fire more dwarfish creatures emerge from
the whole length of the encounter, but otherwise act in a the shadows of the oak trees; in the darkness their hats
very friendly manner, often repeating the companions’ look eerily like little blood-red toadstool caps. They have
gestures in what may seem an exceedingly obsequious lost any Hobbitish features, a pale light gleams from
manner. If a hero tries to divine information from them, their unnatural eyes and their faces now look more like
a DC 13 Intelligence (Riddle) check interprets their counterfeits of human expressions.
attempts at communicating at meaning that the creatures
live in the Bluebell Wood, and that they have never The little creatures move in deathly silence. There are two
travelled beyond the boundaries of the Far Chetwood. Oakmen for each companion (see page 47). If at least half
Could they be some sort of Hobbitish Woodwoses? of them are defeated, the remaining Oakmen flee back
into the forest, with strange hissing sounds that might be
When all introductions are made away with, the creatures taken as laughing and giggling.
eventually sit down to continue their meal, inviting the
companions to join them. Any urgent query from the Gorlanc’s Man
heroes (like if the creatures have witnessed anyone else
passing through the wood) is waved off, to be answered If one or more suspicious heroes scout the nearby area,
after the meal. a DC 13 Intelligence (Investigation) check discovers
the corpse of one of Gorlanc’s men, lying hidden
If the adventurers partake in the meal, they are of course in among the bluebells a few yards away from the
for a surprise: the meat is not venison or from any animal, Oakmen’s fire. The side of his face is covered in blood
but poisonous mushrooms disguised by the magic of the that gushed from a head-wound, and scattered about
Bluebell Wood. him are the half-eaten remains of large mushrooms.
Should the adventurers discover the body before the
The Oakmen Oakmen spring their trap, the creatures abandon all
caution and attack.
Heroes eating from the Oakmen’s food are automatically
Poisoned (no saving throw allowed). As soon as any one
of the heroes is Poisoned, or if they all refuse to take part
in the meal, the Oakmen make their move: All around

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2 The Trouble with Badgers with them, only he’s keeping perfectly silent and still,
and listening to them betray him. The Master delights
"Tom was telling an absurd story about badgers and their in cruel tricks like that, he says.

queer ways..."

On the second day of their journey into the Chetwood, The followers of the sorcerer beg the Player-heroes to do
the companions encounter one of the various nameless something and free them. If the Player-heroes try to dig
streams that cross the forest. The land has been falling the buried men up, the soft ground above them starts to
steadily for some time now, as the wood gets nearer to collapse, and the three Brigands in the tunnels scream
the Midgewater Marshes, and the water of the creek and beg them to stop.
splashes noisily among mossy rocks. By sunset, the breeze
whispering among the trees begins to be tainted by the Rings of Smoke
reek of the marshes to the east.
As the companions are busy thinking about what to do
As the heroes scramble down a treacherous slope, at its next, they suddenly smell the fragrance of pipe-weed
bottom they see a pond of dark water, fed by the swift- that has been recently lit, and looking about them they
running stream. A large patch of terrain close to the discover that a grey-cloaked figure has apparently been
nearest shore looks like it was freshly turned. Dimly, the among them for a while now, sitting on a tree stump.
companions can hear voices crying and shouting, as if from
deep underground. Gorlanc’s men have been trapped in “Well met, my friends.” says the stranger, puffing at his
the tunnels of the Badger-folk of the Midgewater Marshes! pipe. “It seems that Butterbur knew what he was saying,
for once!”.

As the heroes draw closer, they spot several pieces of The stranger is Gandalf the Grey, of course. When the
travelling equipment and war gear lying about. They can companions recover from the surprise, the Wizard
also make out voices coming from below the earth, and explains that he was in Bree looking for news about
can even speak to Gorlanc’s followers if they kneel by the the escape of Gorlanc, when Barnabas Butterbur, the
pond and shout at the top of their lungs. innkeeper of The Prancing Pony, informed him about
the companions and their mission. (Should the heroes
Through this unlikely conversation, the Player-heroes may wonder about how Butterbur could know about their
discern the following: task, Gandalf says that there isn’t much happening in the
Bree-land that Barnabas doesn’t know about – he is much
• Gorlanc’s men are all stuck under the earth in dark wiser than he looks). Unfortunately for the companions,
tunnels, so dark they can’t even see each other, or Gandalf is quick to confirm that Gorlanc is indeed not
anything else. trapped underground with his men:

• Gorlanc isn’t here – their Master led them into the “I found tracks before I came here, leading out from where 4
Chetwood, but when they lit up a fire by the pool and the wood ends and the marshes begin. It seems he fled
the ground opened, swallowing them up, he must east from here, reached the borders of the marshes, and
have managed somehow to escape. then turned south. You need to take it from here and find
out where he went. I can deal with the badgers and the
• They feel that there are creatures burrowing around sorcerer’s clueless minions here, so you won’t need to
them. They hear them sniffing and raking the earth tarry any longer.”
with claws. One man even claims to have seen their
blinking eyes. The Fate of the Prisoners

• They don’t know where Gorlanc went. One of them Before they leave to continue their hunting, Gandalf asks
insists that the Master will return to free them, another the companions what should be done with Gorlanc’s men.
that the Master has betrayed them, and the third is He intends to frighten the prisoners out of their wits and
terrified that Gorlanc is there in under the ground then set them free with an oath not to trouble anyone ever
again, but the Wizard wants to test the heroes first...

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Holed Up in Staddle

If the companions urge Gandalf to kill or torture the Back to Bree 2
prisoners, or suggest that he free them so the Player-heroes
can fight them, then the Wizard is visibly displeased, and Following the directions given by Gandalf, it doesn’t take
without saying what he will actually do with them, he lets much time for the companions to find the tracks of the
the companions go with a frown. sorcerer, and they are soon back on Gorlanc’s trail as he
heads southwest. The next morning, they pursue him back
If the Player-heroes propose anything similar to Gandalf’s across the Bree-land, but to no avail. They find a few more
own decision, for example suggesting to bring them tracks, enough to convince them that Gorlanc passed this
into the custody of the Reeve of Bree, or anyway adopt way, but the sorcerer himself cannot be found.
a different solution that doesn’t involve plans to make
the prisoners suffer or die, the Wizard is impressed by Once back in Bree, the Company may search further, but
the companions’ capability for pity and considers them there is no sign of the sorcerer on the Road or in the Wild.
worthy of a reward: It is as though the sorcerer vanished.

“I owe a big debt to the Badger-folk for the little trick they The next part of this adventure takes place weeks or even
played on Gorlanc, blessed be their grimy paws! The months later. The Loremaster may choose to skip over the
sorcerer was fleeing with such haste that he left something time, give the Company a short Fellowship phase, or even
behind. I found this at the borders of the marshes.” run another adventure in the gap before continuing to
Part Three – Things out of Place.

From a fold in his cloak Gandalf draws a silver sickle. After - Part Three -
Things Out of Place
looking at it for one long moment as if lost in thought, he
hands it to the companions. “This is not of the sorcerer’s And what became of Gorlanc, after he fled the Chetwood?
own making — he must have dug it out of some barrow in The sorcerer had lost much of his power and influence, but
the North. Maybe you’ll find it useful. Now, don’t delay none of his cruelty and cunning. He knew that if he fled
any further!” (Gorlanc has used the magical properties of along the Road, or cross country, the pursuing Rangers
this silver sickle as a dowsing rod, to locate a particular would surely find him. He had to hide – and where better
to hide than a Hobbit-hole?
root he knew to grow along the borders of the Midgewater
Marshes — see The Coming Harvest, page 121).

The Gardener’s Sickle Just outside the village of Staddle, there is a large old
Hobbit-hole, so big and so ancient that polite Hobbits
The Gardener’s Sickle has a silver blade that never call it a Smial. Since time immemorial (or at least since
dulls. It was made by the Elves, long ago, and seems the time of the kings), it has been home to the Undertree
to quiver in the hand when one is hunting for the family, named because a huge old apple tree grows atop
wild herbs of Eriador. It is considered a Wondrous the Smial, and the hole’s many tunnels and cellars wriggle
Artefact with a Blessing to Nature. and squirm around its labyrinthine roots. The Undertrees
own large apple orchards in the farmland around Staddle.

In the dead of night, knife in hand, Gorlanc came to the
great round front door of the Undertree Smial. When the
Hobbit-porter opened the door, Gorlanc pressed the knife
to the poor boy’s throat and demanded he show him to
the master’s rooms.

Now, the master of the Undertree Smial and head of the
family is old Alphonsus Undertree, and the apple of his

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eye is his granddaughter Blossom. Gorlanc crept into figure sneaking ’round the trees, and then it vanished
Blossom’s rooms and poisoned the young Hobbit-maiden into thin air! And he says that one of his piglets went
with a secret venom, and told Alphonsus that the girl missing too, round the same time. Do ghosts eat
would most certainly die unless Gorlanc regularly treated piglets?
her with an antidote. If the Undertrees told anyone about
their new house guest, or tried to murder Gorlanc while he Albert Undertree
slept, then Blossom would perish.
Young Albert Undertree is Blossom’s brother, the prince
So, for the weeks or months between the night Haleth of the Undertree family. In the past, he was a dashing
the Ranger called for the Company’s help and the start young gentle-hobbit, always with a kind word for
of this part of the adventure, Gorlanc’s been squatting in everyone he met. Of late, though, he’s been strangely
the Undertree Smial, an unwanted house guest who’s long quiet and distant.
outstayed his welcome. Worse, he has invited several of
his other surviving followers to join him in his new hiding- It’s enough of a personality change to be noticeable, even
place. to the most unobservant Player-hero.

The sorcerer’s current plan is to graft a malicious root he
dug out from the ground on the borders of the Midgewater
Marshes to the great apple tree growing atop the Smial.
This way he hopes to corrupt the spirit of the apple tree,
placing it under his command.

All he needs to do is wait for the harvest, for the darkening
of the year...

2 Gossip in Bree

The companions might get hints of the presence of Gorlanc

in any of the following ways. Intersperse these rumours 2

with red herrings and regular gossip about trivial matters: Watching Albert

The companions spot Albert buying some unusual

• The Undertrees of Staddle didn’t invite anyone to their supplies in the market at Bree; lots of food (not unexpected

midsummer feast! They usually invite half the village. for a Hobbit family), but also cutlery and plates for Big

This is quite an unforgivable snub. Folk, odd roots and herbs not usually used in cookery, and

strange copper pots custom-made by a passing Dwarven

• Matt Woolfoot, one of the serving boys at the tinker.

Undertree Smial, has developed a crippling fear of

both Big Folk and trees – and, presumably, big trees. With a successful DC 15 Wisdom (Perception) check, the

The Woolfoots have sent him to stay with cousins in companions spot an ill-favoured Man keeping an eye on

the Shire until his nerves are fixed. Albert. This stranger isn’t a resident in Bree; he came up

the East Road, and goes back that way when Albert goes

• This year’s apple-harvest looks to be a bumper one, back to Staddle. If the observer succeeds by 5 or more,

make no mistake. Why, all you have to do is look the characters spot Albert giving a purse of coin to the

at the old apple tree atop Undertree Smial, with its stranger.

overloaded branches and big blossoms. Following Albert

• Hear about the ghost of Staddle? According to Big If the characters follow Albert, they discover that he rides

Bob the Swine-Herd (that’s Big Bob who’s a Hobbit, out of Staddle every few weeks. On these strange errands,

not Small Bob who’s a Man, mind you), he saw a pale he goes down the East Road to the edge of the Chetwood,

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Holed Up in Staddle

or even as far as the Forsaken Inn, and there he meets with • “Blossom’s sick and she needs her medicine.” — A

suspicious Men who remind the companions of Gorlanc’s hero that can convince Albert that they can heal his

followers. Sometimes, he delivers a note to them, written sister (perhaps by showing him the Gardner’s Sickle)

in a cipher neither he nor they can read (Gorlanc’s men earns a +2 modifier. If they don’t have an answer for

bring the note to one of his surviving lieutenants; these what happens to Blossom after Gorlanc is defeated,

messages keep Gorlanc appraised of how many of his apply a -2 modifier.

followers escaped the battle at the fort). Introduction

Some of these Men make arrangements to meet Albert in The normal approach using Traditions will not work here.

the Chetwood; from there, Albert guides them to a secret The Company spokesperson can either make a heartfelt

entrance into the Smial. plea to Albert to trust the characters — a DC 15 Charisma

4 Confronting Albert (Persuasion) check; or grab the Hobbit by his waistcoat
and tell him to shut up and listen — a DC 15 Charisma

Albert is terrified to speak to the Player-heroes about (Intimidation) check.

anything other than the most trivial matters. He’ll pass

the time-of-day with them, or exchange a word or two Interaction

about the apple harvest, but as soon as the heroes ask Heroes that succeed at the Introduction check can get two

him any questions about his family or his business, he pieces of information out of Albert before triggering his

immediately claims that he has an urgent appointment, fears; heroes that fail only get one. If the Company presses

producing a pocket-watch from his waistcoat and him, they can get one additional tidbit out of him, but they

exclaiming that he’s late, he’s late to underline his haste. then must make the Final Audience check to see if there’s

A DC 10 Intelligence (Riddle) or Wisdom (Insight) anything else he will tell them.

check confirms that he’s lying, and that he’s terrified of

being seen talking to anyone. • There’s a horrible man named Gorlanc hiding in

the cellars of the Undertree Smial. He’s poisoned

If the Player-heroes force Albert to talk to them, run it as Blossom, and says that if the Hobbits don’t obey him,

an audience. Unlike a regular audience, where the Player- she’ll die!

heroes are petitioning a lord or householder for a favour • Gorlanc’s not alone. He sent Albert out to fetch several

like assistance or lodgings for the night, here the challenge other Men, and they’re almost as horrible. Now

is quelling Albert’s fears for long enough to get some they’re all hiding in the cellars of Undertree Smial,

answers out of him. drinking Alphonsus’ good cider and plotting some

Motivation and Expectations terrible villainy.
• Gorlanc put a purple crystal under Blossom’s tongue,

Albert desperately wants to save his sister and free his and now she gets horribly sick if she doesn’t get a

family from Gorlanc’s evil. But he sees no way forward. dose of antidote every few days. Only Gorlanc knows

The following expectations are in play: how to make the antidote.

• The Men are hiding from the Rangers; if any more

• “Don’t you know I’m being watched? Gorlanc has Rangers show up in Staddle, he’ll kill everyone in the

eyes everywhere!” — Apply a -2 modifier if the heroes Smial.

confront Albert in public or are otherwise indiscreet in • They’re doing something else in the cellar, something
that smells foul and terrible. Albert has bad dreams
their conversation with him.
• “You’re all in terrible danger!” — If the heroes every night he sleeps at home now. They’ve defiled his

acknowledge the danger the Undertrees are in and family halls.

indicate they’re willing to place themselves into

jeopardy as well this earns a +1 modifier. But if they Final Audience Check

instead make light of Albert’s predicament or brag By now, Albert is near panic, frantically twisting his

about their own abilities, they receive a -1 modifier handkerchief into knots and sweating visibly. The result of

instead. the final check determines his next action:

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Bree-land Region Guide

Failure. He either runs off or starts screaming for help sorcerer’s poison. The Player-heroes must come up with a 4
and telling anyone who’ll listen that the Company is plan before assaulting the Smial.
trying to rob him.
Alternatively, if the Company never confront Albert, and
Success by 0-2. He doesn’t know what to do. He’s scared instead take a stealthier approach, this part of the adventure
that if he acts against Gorlanc and the other Men, he’ll covers information gathering and reconnaissance.
doom his sister and the rest of his family. He doesn’t
volunteer any more information but he doesn’t oppose the Watching the Smial
Company trying to save him.
Keeping the Undertree Smial under observation (either by
Success by 3-5. If the characters question Albert about hiding in the surrounding woods — a DC 13 Dexterity
the layout of the Smial, he will reveal the existence of the (Stealth) check, or by asking for gossip and rumours — a
Side Door and the Secret Cellar (see page 123). Otherwise, DC 13 Intelligence (Riddle) check) yields the following
he provides an additional piece of information from the information – one fact for a success, two tidbits if the hero
list above. succeeds by 5 or more.

Success by 6+. As the entry above, and Albert gives the Hostages
Company a key to the Front Door.
If the players don’t already know, they can work out that
- Part Four - the Undertrees are being held hostage by watching them.
Watching & Waiting On the rare occasions they’re allowed out of their Hobbit-
hole, the Undertrees cast furtive, nervous glances back
Foolhardy players may wish to rush straight off to the towards their home, as if there’s some darkness lurking
Undertree Smial to drive Gorlanc out with sword and fire, there. Gossips in Staddle talk about how the Undertrees
but, as Albert warned, an open attack on the sorcerer’s have always been snooty, but lately they’ve been especially
refuge will doubtless end in disaster. Gorlanc has hostages, standoffish and private, and how some of them — like
and even if the Company could somehow safely free them young Blossom — seem to have locked themselves away in
all, there’s still the matter of Blossom Undertree and the the Smial altogether.

Watchers

There are three (or possibly four) sets of sentries keeping
watch at the Undertree Smial. Sneaking into the Smial

Alerting Gorlanc

From this point onwards, once the Player-heroes know surviving followers to come join him in his new hiding
that the Undertree Hobbits are being held hostage, they place. Add either 1d4+2 Thugs or 1d3 Brigands to
must be especially cautious. You should warn them that Gorlanc’s retinue.
if they draw too much attention to themselves, they’ll • Murder Most Foul: Gorlanc kills one of the Hobbits
alert Gorlanc and things will end very badly. to keep the rest in check. This death weighs heavily
on the souls of the Player-heroes; each of them gains
From now on, if a player fails any roll with a natural 1, 1 Shadow point.
you should pick one of the following consequences:
If you’re using the optional Eye of Mordor rules, these
• More Guards! Gorlanc recruits some Thugs for consequences can take the place of raising the Hunt score
hire from the Forsaken Inn, or sends word to other (unless you wish to very seriously challenge your players).

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in Part Six will require bypassing some or all of these atop the Smial and taint it. Based on some old lore that 4
watchful eyes. the sorcerer studied, this bog root is the living remnant
of a gigantic tree that once grew in the area and that was
• The Hobbits: The Undertree Hobbits have been told cursed during the wars against Angmar. In the autumn,
that if they see anything out of the ordinary, they are when the apple tree bears fruit, all the fruit will be tainted,
to report it to Gorlanc. The Undertrees rarely leave and all those who eat of them will be vulnerable to
their Smial, but that doesn’t mean they sit around Gorlanc’s trickery.
underground all the time. There’s much too much to
do: cows to be milked, orchards to be tended, lawns Gorlanc has already grafted the root to the tree, and
to be mowed, elevenses to be had out on the patio. slowly, the tree is waking up, like the wicked, rotten trees
It’s a miserable, sullen elevenses, of course – they of the Old Forest. It’s most active at night. A successful DC
have to have tea because Gorlanc told them not to 20 Intelligence (Lore or Nature) check, perhaps assisted
do anything that might arouse suspicion, so the poor by the Gardener trait, spots there’s something strange
Undertrees dutifully march out and choke back cakes about the tree.
that taste of tears and bitterness so no one suspects
they’re under the control of an evil sorcerer. • The apples this year are especially large, but taste
oddly bitter if eaten.
If the companions have made contact with Albert, or
convince the other Undertrees that they can save the day • The big tree atop the Smial rustles oddly, and not
— a DC 15 Charisma (Persuasion) check — the Hobbits always when the wind blows.
won’t alert Gorlanc when the time comes. See Rallying the
Undertrees, on page 124. • The roots on the surface seem to twist and writhe as
if in pain.
• The Dogs: The Undertrees keep several large but
harmless wolfhounds to see off scrumping Hobbit- The tree can alert Gorlanc to the presence of intruders if
children. They’ll start barking if anyone comes close they cross any of its roots (say, to get through the Back
to the Smial. A successful DC 13 Wisdom (Animal Door or down the chimney). The only way to avoid this
Handling) check, possibly assisted by an appropriate is to temporarily lull the tree — a DC 13 Charisma
trait like Beast-lore, can calm the hounds long enough (Performance) or musical instrument check. The results
to get past them. of this roll determine how long the tree is put to sleep:

• The Men: Gorlanc keeps his followers well out of • Success means the tree sleeps for a roughly a minute
sight, but he has them guard the Back Door of the • Success by 5 or more means the tree sleeps for roughly
Smial by night (see page 123), and they sometimes
stretch their legs by wandering around the orchard. two minutes
Sneaking around the orchard at night requires a DC • Success with a natural 20 means the tree sleeps for
15 Dexterity (Stealth) check; getting through the
Back Door without being seen would take a Ring of half an hour
Invisibility — or a clever distraction.
The Antidote

In order to be sure of curing Blossom, the Player-heroes
need to learn about the poison Gorlanc used on her. They
could find this out by:

• The Tree: If the Company waits too long, then Gorlanc • Questioning Albert, and discovering that Gorlanc
is able to put his evil plan into action and awaken an
used a ‘purple crystal’.
evil spirit in the apple tree, turning every root and • Sneaking into Blossom’s room and examining her
branch into his spies. See The Coming Harvest, below.
— requiring a DC 13 Wisdom (Medicine) check,

4 The Coming Harvest perhaps aided by the Leechcraft trait.
• Examining the herbs and tinctures that Albert purchases

Gorlanc brought a malicious root out of the Midgewater in the market — a DC 15 Wisdom (Medicine) check

Marshes, to graft it on to the old apple tree that grows and mayhap assisted by the Herb-lore trait.

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• If Berelas (page 98) is still in Bree (perhaps in its Medicine can tell instantly that Blossom has been
jail…), she can easily identify the poison and suggest poisoned and is on the brink of death.
an antidote.
• 2. Alphonsus’ Rooms: Old Alphonsus, the head
Armed with this knowledge, a successful DC 15 Wisdom
(Medicine) check allows the characters to guess that of the family, has had his will broken by Gorlanc.
Gorlanc is using an ancient poison called saewesgal — a He won’t dare resist the sorcerer unless the Player-
concoction of several lesser poisons blended so that any heroes rally him with a successful DC 15 Charisma
one cure is insufficient. A Scholar can use a Healing Die (Persuasion) check. See page 124 for more on turning
to keep Blossom alive another day, but only the actual the Undertrees against Gorlanc.
antidote can remove all traces of the poison from her
system. The cure is a much stronger, more concentrated • 3. Sun Room: This large room boasts three huge and
brew of the weak tea that Gorlanc has been using to treat
the symptoms. It requires a DC 15 Wisdom (Medicine) expensive windows that let in the summer sunshine.
check and several hours uninterrupted to prepare. It’s a lovely spot to snooze on a warm afternoon, or
for aged Hobbit grandparents to sit and watch the
The Undertree Smial children playing on the lawn below. For the Player-
heroes, it’s important for another reason: these are
The Undertrees have a magnificent Hobbit hole. They’re the only windows in the whole Hobbit-hole big enough
one of the wealthier families in Bree-land, so while their for a Man or Dwarf to climb through.
home cannot match say, Brandy Hall or the Great Smials
of Tookborough, it compares favourably to Bag End, and • 4. Main Chimney: Even the cosiest Hobbit-hole
is much, much larger. Tunnels run and spiral in many
different directions, often following the root network of needs a warming fire in winter-time, but this Smial is
the tree above. built under and around and even in a huge apple-tree,
so a normal chimney was not an option. A particularly
There are storerooms and presses for making cider, brilliant and eccentric ancestor of the family designed
cellars and pantries that hold enough food to feed this special crooked chimney. All the fireplaces in the
an army, attics crammed with mathoms, a library of Smial feed into one central shaft, and then that shaft
several dozen books, apartments for five generations of runs off at a steep angle to a little folly in the orchard,
Undertree Hobbits, guest rooms, breakfasting rooms, made to resemble a tumble-down ruined tower,
dining rooms, kitchens, night kitchens (which contain modelled (it is said) on the watchtower at Weathertop.
only those supplies needed for a midnight snack) and Especially brave (and small) characters could try
nurseries. clambering down the chimney, as long as it is a warm
night and no fires are burning below. The chimney-
The main living area is a two-level affair, running along flue network gives access to most of the rooms in the
the south and west side of the hill. Two rows of windows hole via their fireplaces, but it is a perilous climb,
look out over the lawns and the tree-lined driveway that requiring a successful DC 13 Strength (Athletics) or
runs down to the road to Staddle. Dexterity (Acrobatics) to avoid getting stuck and a
DC 13 Intelligence (Investigation) check to emerge
in the right room.

Behind the Smial are the extensive apple-orchards of the Ground Level
Undertrees.
• 5. Front Door: The great Front Door of Undertree
Upper Level
Smial is rarely opened, except for weddings, funerals
• 1. Blossom’s Room: The unfortunate Hobbit girl and birthday parties. Everyone goes in and out the
Side Door. It is ceremonially opened once a year when
is now too ill to leave her bed, thanks to Gorlanc’s the first bottles of cider are brought out and distributed
poison. If the Player-heroes slay Gorlanc without first to the villagers of Staddle. Albert Undertree has a key
finding a way to save Blossom, then their victory will to the Front Door, and can give it to the Player-heroes
be blighted by her death. Any character proficient in if they want to attempt an unexpected frontal assault.

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Holed Up in Staddle

• 6. Side Door: The main door into the Hobbit-hole. It’s • 13. Converted Laboratory: Here’s where Gorlanc

always watched (by one of the Hobbits by day, and by brews up his potions and poisons. The air is foul-
at least two of Gorlanc’s Brigands by night). smelling; the brews are caustic and vile. However, all
the ingredients for a cure for the poison can be found
• 7. Great Hall: This long tunnel runs all through the amid Gorlanc’s jars and bottles.

ground floor of the Smial. Its ceilings are tall enough • 14. Common-room: This large cellar room has been
for a Man to stand upright.
adopted by Gorlanc’s followers as their main living
• 8. Spiralling Tunnel: Instead of a stair, this steep quarters. Half of his Gorlanc’s followers are Brigands,
half are simple Thugs; there’s at least one follower for
spiral runs up and down between the levels of the each companion. Any of the Men not on guard remain
hole. It’s a tight fit for a big Man to wriggle through. here, drinking and gambling.

• 9. Dumb Waiter: Another innovation, this hand- • 15. Root Chamber: Originally, this chamber

cranked lift is used to deliver food down and bring contained a well, but the tree-roots found the water
cider up. It goes all the way down to the secret cellar. and choked the well-shaft. So, now it’s a curiosity, a
The shaft could be used by stealthy heroes as a way to room full of tree-roots. Gorlanc took advantage of it
creep into the lower levels of the Smial. to graft the root dug from the Midgewater Marshes to
the apple tree.
Lower Level
Secret Cellar
• 10. Back Door: The Back Door of the Smial is hard to
• 16. Gorlanc’s Room: This older cellar was prone
find if you’re not looking for it – it’s in the middle of
the orchard, hidden by rows of apple trees. It’s usually to flooding, and so the Undertrees sealed it off.
guarded by one of Gorlanc’s men, although he’s under Finding the entrance requires a DC 15 Intelligence
instructions to hide if any Hobbits wander by. (Investigation) check. Gorlanc’s taken over this cellar
and outfitted it with furnishings and luxuries looted
• 11. Cellars & Storerooms from the upper levels. If Alphonsus is consulted, his
recollections of the old room provide Advantage on
• 12. Cider Press checks to find the secret door.

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- Part Five - more stealthy than a Hobbit hiding in the Wild is a Hobbit
Death Under The Apple Trees hiding in a mansion full of nooks and crannies where he
played hide-and-seek for years as a child.

When the Player-heroes finally move against Gorlanc, Battling Gorlanc’s Men
they must do so with stealth, speed or both. There are
too many innocents at risk for them to treat the attack on In the cramped, narrow corridors of the Hobbit-hole,
the Undertree Smial as a siege or dungeon expedition, for there’s little room to swing a sword or thrust a spear.
Gorlanc will use the hostages against them. Most spaces count as sized for Small creatures and a
Medium creature squeezing into the hallway or room has
To successfully storm the Hobbit-hole, the characters need Disadvantage on attack rolls and Dexterity saving throws.
to overcome the following challenges: Only the Sun Room (3), Great Hall (7) and Common Room
(14) are big enough for this penalty to not apply. The men
Getting In fight to the death as long as Gorlanc is alive. If the sorcerer
is defeated, they become Craven.
How are the heroes getting into the Smial? The obvious
entrances are watched; other ways in are more covert, but
harder to use.

If suspicions are aroused — say, an intruder is spotted, or
something seems to be amiss — then one or two of Gorlanc’s
men climb out of the common-room on the lower level of
the Smial and head towards the disturbance. If the alarm
is raised, half of them investigate while the others guard
Gorlanc.

4 Rallying the Undertrees

The Undertree family hate and fear Gorlanc, but believe

they’re helpless to resist him. If they act, he will murder

them. Even if by some miracle they were able to catch him

by surprise, or poison his food, then Blossom Undertree

would still die without the antidote the sorcerer provides Evil Roots

for her. That means that the Hobbits living in the Smial The added danger of the Smial is the tree itself. Thanks to

will raise the alarm (but not fight) if they see the Player- Gorlanc’s evil doings, the tree is half-awake and angry.

heroes. As described on page 121, the companions can try to lull

the tree to sleep, but it wakes up again when the alarm

The Company can get the Undertrees on their side by: is raised. The tree-roots cannot attack the Player-heroes

directly, but they can still grab and trip intruders.

• Curing Blossom first, then going after Gorlanc.

• Convincing Alphonsus Undertree to trust them — a If any of the companions roll a natural 1 on an ability check

DC 15 Charisma (Persuasion) check. within the Smial, a hidden root either raises the alarm or

• Persuading Albert Undertree to secretly inform his reaches out and grabs them. The Grappled companion

family to be ready for rescue (see page 119). can escape with a DC 10 Strength (Athletics) check.

If the Company gets the Hobbits on their side, then the The Final Confrontation 4
Undertrees will reveal the layout and hiding places of
the Smial. The other great advantage of rallying the When the Player-heroes finally confront Gorlanc — the
Undertrees is that it stops Gorlanc’s men from using them sorcerer, the tomb robber, the self-proclaimed lord of the
as hostages, as the Undertrees can hide; the only thing North and enemy of the Enemy — they find a foul-smelling
old man with a ragged beard. He is wearing a mixture of

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tattered robes and fine but Hobbit-sized clothing (a comfy
Hobbit dressing-gown makes a tight jacket for a Man). He
rants and raves at the Company, claiming that he holds
life and death in his hands. Touch him, he warns, and the
Hobbit-girl will perish. Oppose him, and all of Bree-land
will turn on the Company. Attack him, and he will destroy
them with his sorcery.

Gorlanc is lying; he has nothing left but his bluster, scant
magic, and a poisoned knife.

Gorlanc

Medium Human (Evil Men)

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 19 (+4) 17 (+3) 15 (+2)
Armour Class 12
Hit Points 65 (10d8+20)
Speed 25 ft

Skills Intimidation +5, Persuasion +5
Senses passive Perception 13
Languages Westron, Sindarin, Black Speech
Challenge 2 (450 XP)

Actions - Epilogue -
Bewilder (1/day). Gorlanc still has enough magic to A Harvest Moon
temporarily distract his foes. He can use his action to
make all creatures within 30 feet make a DC 13 Wisdom It is perhaps fitting that a man who dedicated his mortal
saving throw or become Stunned for 1d4+1 rounds. While span to looting the buried treasures of a past age should
the effect lasts, he may use his bonus action to make a perish deep underground. Gorlanc’s defeat ends this
melee attack against a Stunned creature. adventure. Any surviving followers of his surrender or
Enervation (Recharge 5-6). Gorlanc points at a creature flee.
and snarls in a dark tongue some sorcerous malediction.
The target must make a DC 13 Strength saving throw. On The characters have proven themselves more than able to
a failure, the target is weakened: it may only move or take tackle mortal perils – but there are worse foes out there, in
an action (not both) on its turn and has Disadvantage on the wilder world. When they meet Gandalf again, the Grey
attack rolls. And the end of its turn, the target may repeat Wanderer might show any worthy hero the secret paths to
the saving throw, ending the effect on a success. Rivendell…
Poisoned Dagger. Melee Weapon Attack: +4 to hit, reach
5 ft, one target. Hit: 4 (1d4+2) piercing damage and the
target must make a DC 13 Constitution saving throw or
become Poisoned until they take a long rest.

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- index - Receive Title (Regular at The Pony) 42 Rings of Smoke 116
40 Secret Cellar 123
A Write a Letter (The) Trouble with Badgers 116
Adelard Took 122
Adventuring in Bree (Temporary) Fellowship Phase Undertaking: 13 (The) Undertree Smial 123
Anna Wintermoss, Schoolmistress 122
Archet Build a Refuge 47 (The) Undertree Smial Map 120
(An) Audience with the Innkeeper 118
Foes to Freeze the Heart 22 Upper Level 120
B 113
Barnabas Butterbur 23 (The) Forsaken Inn
Bathhouse 37 Watchers 5
(The) Body in the Marsh 21 G Watching Albert
Bree 50
Bree Map 27 Grandmother Tunnelly 24 Watching the Smial 30
Bree-hill 18 (A) Weary Traveller 31
Bree-land & Around 31 (The) Green 36 How to Use This Guide
(The) Bree-wardens Guests in the Inn 4
Brewery
Brigands 31 H I 22
Building the Refuge at Girdley Island 52
34 (The) Hall of Orgulas 14 Ill-favoured Men 53
C 12 (The) Innkeeper 54
(The) Chetwood 37 Hallas Dúnadan 46 (The) Innkeeper as a Patron 55
Combat Scenery for Towns 16 Harp of the Halls 56
Combe 29 Harry Talltree, the Forester of Archet 28 Introduction 57
(The) Common-room 58
9 Hedge & Gates 17 59
D 41 J 60
Dangers of the Wild 9 (Optional Rule:) Heroic Heritage 26 Jack the Forsaken 61
Deep Songs 17 (The) High House 62
(The) Deepdelver 35 (A) History of the Bree-land 7 Journey Event Tables 63
Dwarves of the Blue Mountains 7 Journey Event Table Entry 1 64
Cultural Attitudes 50 (A) History of the Four Villages 112 Journey Event Table Entry 2
Cultural Heirlooms 13 Holed Up in Staddle 35
Cultural Virtues Adventuring Phase 112 Journey Event Table Entry 3
Description 118 Journey Event Table Entry 4 40
Dwarf Traits Albert Undertree 120 Journey Event Table Entry 5 41
Names of the Blue Mountains 38
Standard of Living 15 Alerting Gorlanc 121 Journey Event Table Entry 6
Traders on the Road 16 (The) Antidote 18
25 (An) Audience 114 Journey Event Table Entry 7 26
E 117 Journey Event Table Entry 8 51
(The) East Road 31 Back to Bree 124 Journey Event Table Entry 9
East Row Battling Gorlanc’s Men 20
(The) Elf & The Stag 114 Journey Event Table Entry 10 35
(The) Elf-dell (The) Bluebell Wood 113 Journey Event Table Entry 11
Emissaries of the Enemy 47
(An) Empty Land 47 (The) Chase 121 Journey Event Table Entry 12 49
Experience Awards 46 (The) Coming Harvest 66
14 Confronting Albert 119 66
F 114 K 69
(New) Fellowship Phase Undertakings: 43 Due East 125 (The) Kitchens 78
Chance-meeting in the Inn 45 Epilogue - A Harvest Moon 85
Guard Bree and the Shire 46 Evil Roots 124 74
Guard the East Road 116 L
Learn the Paths of the Chetwood 46 (The) Fate of the Prisoners 119 (Types of) Letter
Open Bree as a Sanctuary 44 Final Audience Check
44 (The) Final Confrontation 124 Letter Delivery Check
118 (To the) Lonely Mountain
44 Following Albert
44 (The) Gardener’s Sickle 117
125 M
43 Gorlanc 112 Matthew Mugwort
Gorlanc’s Dead!
115 (The) Melancholy of Combe
Gorlanc’s Man 118 Mountebank

11 Gossip in Bree 122
21 Ground Level
38 Heroes Like in the Old Stories 113 N
120 New-town
27 Hostages 119 (A) Night at the Prancing Pony
49 Interaction
52 Introduction 119
123 O
6 Lower Level 115 (Bluebell Wood) Oakmen
(The) Oakmen
Part Five - Death Under The App le Trees 124 (The) Ogre of Midgewater
120 Old Bones and Skin
Part Four - Watching & Waiting
42 Part One - Down Rode the Huntress 113 Adventuring Phase
39 Part Three - Things Out of Place 117 Alarums and Incursions
114 Ambushing the Old Troll
10 Part Two - Into The Chetwood 114 (The) Battle of the Black Barrow
42 Persuading Haleth Otherwise
39 Rallying the Undertrees 124 Battling the Old Troll

126

Index

Catching the Troll 76 Who’s in the Common-room? 68 Introduction 100, 103, 109

(A) Dwarf in the Company 81 Old-town 19 (The) Jail at Bree 108

Entombed! 85 (The) Old Troll 50 Mallor’s Pack 88

Epilogue - Of Earth and Water, Oswald Breeker, the Squire of Combe 26 Meeting the Reeve 108

Blood and Bone 86 Out of Tharbad 38 Mirabar of Dorwinion 99

Expectations 78 (The) Missing Ranger 89

(The) Eye of Mordor 67 P Motivations 99

(A) Father’s Wisdom 71 (The) Prancing Pony 30 Motivations and Expectations 103, 108
30 Narvi the Young 97
(The) Final Audience Check 70 (The) Prancing Pony in the Tale of Years
82 (The) Prancing Pony Map 32-33 Observation & Investigation 93
Finding the King’s Chair
74 Prices at The Pony 34 Other Clues 90
(A) Foe Beyond Any of You
76 Private Chambers 35 Outcome 109
Fog on the South Downs
75 Private Rooms 34 (The) Pack 91
(The) Footpad
Part Eight - The Choices of Mistress
(The) Ghost of the Graveyard 70
84 Q Berelas 110
Gror’s Treachery
80 (The) Quarry 17 Part Four - Strangers in the Woods 102
Hidden Information
Part Five - Not to Strike Without Need 104
Interaction 70
82 R Part One - At the Forsaken Inn 87
Into the Marshes
70 (The) Roads 10 Part Seven - Before the Reeve 107
Introduction
78 Rooms for the Night 34 Part Six - Knives in Bree 105
Introduction and Interaction
78 Ruby Boffin 11 Part Three - The Trader’s Caravan 92
I’ve a Mind to Dine on thee Now
Part Two - The Body in the Well 90
(The) Lower Barrow 83
73 S Questioning the Innkeeper 90
Many Onlookers
78 (The) Small Things 52 Recovering Tarry-Mack 90
Motivation
72 (The) Smial of Staddle 24 (The) Rest of the Caravan 111
Old Timeas’ Grave
68 Stables 34 (The) Ring of Seven Jewels 92
Old Timeas’ Shady Past
79 Staddle 23 Searching By Daylight 89
Old Troll’s Treasure
68 (The) Staff 31 (The) Size of the Caravan 88
Other Rumours
78 Strange Men, Strange Roads 87 Spying & Eavesdropping 92
Outcomes
78 (The) Accused 108 Strangers at the Inn 88
Parleying with a Troll
Adventuring Phase 87 Uproar in Bree 106
Part Eight - Though Dead He Be,
83 Another Shadow of the Past 89 Using the Ring 104
It Belongs To Me!
(An) Audience with the Elves 103 Using the Ring of Seven Jewels 110
Part Five - Up Came Tom With His
77 Battling the Wolves 102 Vig, Brother of Vogar 95
Big Boots On
74 Berelas’ Confession 107 Vogar, Brother of Vig 96
Part Four - Over the Misty Mounds
67 Berelas, the Ringbearer 98 Whispers in the Commons 105
Part One - Stories by the Fire
82 To Bree! 105 Wild Beasts 101
Part Seven - Finding the Barrow
80 (The) Caravan 93 Swamp Goblins 48
Part Six - Old Skins and Sins
(The) Caravan and the Wolves 102
Part Three - As Should Be A-lying In 104 T
72 (A) Caravan Divided
Graveyard 70 (The) Cold Shade 100 Tad Tillfield 21

Part Two - The Nephew’s Tale 74 Confronting the Caravan 99 (The) Tale of Years 6

Pursuing the Old Troll 72 (The) Cottage 104 (The) Taproom 34

Questioning Nick Heatherton 76 Deeper Secrets 92 (A) Thief in the North Fields 37

(The) Ranger 82 Departure of the Trading Caravan 89 (The) Thieves’ Glen 26

Search for the Black Barrow 72 (The) Dwarves 106, 111 Things to do while in Bree 39

Searching the Graveyard 67 Edoric, the Guide 94, 111 Two-headed Troll 48

(The) Scandal of the Heathertons 69 Eoin, the Bree-lander 95, 111 Twyc Greenleaf, Reeve of Bree 20

(The) Shadow of the Past 81 Epilogue - The Assault on Gorlanc’s Fort 111

(The) Smoke-letters 73 Expectations 99 W

Staking out the Graveyard 78 Final Audience Check 100, 103 Western Bree-land 12

Stealing from the Troll 69 Finding the Murderer 91 White Wolf of the North 48

(The) Sullen Dwarf 71 Forcing a Confrontation 105 (The) Wood-castle 27

Tomas Heatherton 81 Gorlanc’s Last Stroke 111

Tomas the Treacherous 77 Healing the Rushlights 104

Tom’s Folly 75 Hiding from the Wolves 102

(The) Trail of the Troll 79, 84 Hirlinon of Gondor, Follower of Gorlanc 97

Treasure Table 82 If the Player-Heroes… 106

Trouble in Bree 81 (The) Innkeeper 88

Unlocking the Map’s Secrets 83 Interaction 100, 103, 109

(The) Upper Barrow

127

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